The photoreceptors in human eyes oscillate for some reason at an average of 83Hz (the range is 70Hz-103Hz)

This has the effect that our eyes are using superresolution to obtain a much higher spatial resolution than our eyes are theoretically able to do if the photoreceptors were just standing still. Superresolution also works better if there's noise introduced in the picture. Apparently there's a phenomena that if you add noise to a signal, you can sample it better (so maybe those SETI folks aren't as crazy as they look... )

Your perception of motion pictures change at about the a 41FPS cutoff point due to your eyes' oscillation.

Everything below 41FPS appears "dreamy" and lower resolution, as the author says. Since your eyes are capturing everything there is to see about the image, it can't benefit much from superresolution and temporal antialiasing. Basically, it would be like upconverting a 15FPS video to 60FPS. You get no real benefit.

Everything above 41FPS appears more life-like, since you're now starting to receive more information.

However, for films, since you're now receiving more information at above 41FPS, the audience can pick out finer details that make the scene look less realistic and more artificial.

For games with a lower resolution than raw filming (1080p vs 12000x6000 for IMAX films), it's better to have higher frame rates with some temporal antialiasing and noise introduced. If you're aiming for a more realistic look, the priorities are faster frame rate, noise and temporal antialiasing, and then resolution.

It also makes me wonder if this is why Final Fantasy XIII on the PC still looks amazing even though it's at 720p.

On that note, this also seems to suggest that anything beyond the absolute limit of this oscillation is pointless. So basically, there's no point in getting a 120Hz or better display because if you're constantly hitting that mark, you're eyes are effectively dropping 20+ of those frames.

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